cecil-kain
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Post by cecil-kain on Jul 13, 2015 11:10:56 GMT -6
In spite of some serious flaws, I think Mirror of Fate had a couple ideas Igarashi should consider exploring for Bloodstained...
First and foremost is how the Playable Characters interact with water.
In the Classicvanias, water was always simply a deathpit. Poor Simon couldn't swim. But then in Symphony of the Night, Alucard would sink like an iron brick and walk underwater. Although he never needed to surface for air, he took damage until he got the Snorkel Relic. I understand Alucard's a vampire, but it never felt right to walk and jump underwater. Sometime later, Aria of Sorrow introduced new physics by making Soma float on the water like a piece of styrofoam. You can really feel the buoyancy if you jump kick into the water. But for gameplay purposes, the Skula soul allowed Soma to walk and breath underwater just like Alucard in Symphony of the Night. This is the key thing. Magic or relics should always justify this kind of unnatural behavior.
In my opinion, Mirror of Fate just about nailed the water physics. The Playable Characters could finally swim, dive, and manage their oxygen supply. Water doesn't need to be a death pit, but drowning should still be a real threat. The swimmer physics also disabled combat --so no weapons, subweapons, or magic could be used in the water. Now we're talking about a challenge! IGAvania games are all about acquiring new skills to overcome obstacles... Shouldn't water be another dangerous obstacle for Miriam to overcome? Then later in the game, she can upgrade her powers to breathe underwater, walk and fight underwater, or walk on water like Soma-Jesus...
Water issues aside...
I also enjoy how Mirror of Fate made the Castle an interactive environment with various box and switch puzzles throughout the game. The Puppeteer and Carousel Engine puzzles were overkilled, but most other puzzles added depth and complexity without slowing the pace of the game. The Vertical Prison is probably my favorite puzzle in the entire Castlevania series. I'd strongly recommend Igarashi's team take the time to study these issues.
Well that's all I have to say on this subject. What are your thoughts?
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XombieMike
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Post by XombieMike on Jul 13, 2015 11:55:33 GMT -6
I feel the same way. In some aspects, CV: MoF was a great game. The plot just killed it for me. It was limited by 3Das hardware, but it's still a good example of what to expect from 2.5D gameplay. Chronicles is also a good example to visit.
Water levels add a good aspect to exploration games like this, and It's important to make it rewarding, realistic and challenging.
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Post by alexcalvo on Jul 13, 2015 12:00:55 GMT -6
I think MoF did a lot right. I've only played the hd version but found it to be a fine evolution of the Igavania style, while imposing some the LoS style into it as well. I have always preferred the ability to grab ledges in platforming games, and I found the climbing sections a welcome addition. I also enjoyed the combo system but understand Iga's reasoning for not including something like that in his games. But for me where MoF really shined was art direction and storytelling. I am incredibly excited that Iga is going the 2.5D route, I used to be against gothic games in that style but both DXC and MoF showed how beautifully it could be pulled off. In my opinion these games had the most "alive" environments in the series. In terms of storytelling MoF did what Iga always tried too, kept it simple. This was where the main LoS games really faltered, they tried to tell massive, melo dramatic stories that just fell flat on their faces under the weight of their seriousness, and drawn out dialogues. MoF kept it simple and concise, just enough to move the story along and keep the player interested. In spite of this it was able to handle emotional depth and weight to a level that basically no other game in the series ever has. I hope Iga doesn't just ignore what was done here to advance the genre.
BTW Cecil, you might remember me. I used to post on several Castlevania forums back in the day as "Jerkofwonder", I have matured a bit since then. =)
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LuckPercentSRL
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Post by LuckPercentSRL on Jul 13, 2015 12:06:24 GMT -6
Even though MoF was a hack n slash Castlevania made with the Lords of Shadow games, I really like the idea of the combo system in MoF. It felt nice to do strong combos with correct memory on how to do them. I feel like if they added some sort of different moves to perform in Bloodstained with various weapons, it would make the combat more fleshed out than just running in, slash slash slash, running out, throwing sub item, run back in, slash slash etc.
Take a look at the special moves in the Metroidvanias. The ones where you insert a small command and suddenly your character does some fancy move that does more damage at the cost of MP. Expand on that. I'd really hate it for to be like Order of Ecclesia where you just walk up to Dracula like no one's business and then equip a X4 attack/instant death ring and then spam one weapon crash over and over again until all of his HP is drained within 6 seconds.
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Post by CastleDan on Jul 13, 2015 12:23:21 GMT -6
Meh, I don't like straight up swimming. I feel like MoF slows down a lot of what makes IGAVANIA games great. Combat in igavania is simple slashing and it keeps the pace quick whereas Mof you have a combo system which slows down pacing a lot. Water is treated the same in terms of walking but it gives it a moon like effect, whereas Mof slows it down by straight up swimming mechanics and oxygen supply.
I feel like what makes IGAVANIA games so fun is that it never gets bogged down by anything. Exploration is always quick and has that majestic like nature to it. In other words, I'd love for swimming to stay out and they keep it very classic in how they do it. I always thought the jumping in water was a lot of fun to be honest. There's very few things I dug about the MercurySteam vania's.....That was in part by their intent on staying clear from the IGAVANIA way of doing things and honestly Bloodstained is all about bringing Igavania back. That doesn't mean they can't expand on the IGAVANIA formula but I definitely hope they don't take away the things that I feel are essential to it.
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jim
Master of the Candle Skeleton
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Post by jim on Jul 13, 2015 12:31:51 GMT -6
Well technically if I go back to my D&D days, as far as SotN is concerned I would totally expect Alucard to sink like a stone (he is wearing armor) and take damage (he is half vampire) in water.
If I drop back to the Ravenloft campaign setting (which was fairly closely themed around the Dracula story) there was a series of Van Richten (play on Von Hellsing) guide books that gave explicit details about different creatures. First and foremost was the guide on Vampires, in which it dictates that Vampires cannot cross open flowing bodies of water. Bridges can be used, but they cannot jump over or fly over (in mist or bat form). I forget whether they take damage or are physically prevented from doing so as I do not have the book in front of me. (but I would be more than happy to look up once I get home) Also, I seem to recall that flowing water did also cause them damage as flowing water served as a sort of symbol of purity and there for could harm Vampires.
So given that Alucard is half vampire it would make sense that he would take damage when in water. Though it has been a long time since I've played SotN so I don't remember the specifics behind how/when he would take damage.
Secondly, I could see where someone just wearing a heavy coat or maybe leather armor could swim in water. Maybe, and I mean MAYBE, if they wearing some chain mail they could swim if they were good at swimming, but certainly not with a complete chain mail suit. Any kind of armor beyond that would most definitely make you sink like a rock. So I can definitely see where a deep enough pit of water would be death to a sufficiently or even mildly armored individual. And seeing as Alucard not only wears armor as equipment but is depicted as wearing armor, his sinking makes sense.
As far as Soma was concerned, his floating seems natural to me because he is at least not depicted as wearing any armor, only a long coat. That to me seems reasonable to assume that with that getup he would be able to float and swim at least to some degree.
Now adding a relic/item/equipment to counter the lack/excess of buoyancy and the drowning/damage issues? Sure! I'm all for that. Or for that matter, you could even make it so that if Miriam un-equips her armor she floats but if she has any kind of mild to "heavy" armor equipped she sinks.
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Motoko
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Post by Motoko on Jul 13, 2015 12:40:39 GMT -6
In spite of some serious flaws, I think Mirror of Fate had a couple ideas Igarashi should consider exploring for Bloodstained... First and foremost is how the Playable Characters interact with water. In the Classicvanias, water was always simply a deathpit. Poor Simon couldn't swim. But then in Symphony of the Night, Alucard would sink like an iron brick and walk underwater. Although he never needed to surface for air, he took damage until he got the Snorkel Relic. I understand Alucard's a vampire, but it never felt right to walk and jump underwater. Sometime later, Aria of Sorrow introduced new physics by making Soma float on the water like a piece of styrofoam. You can really feel the buoyancy if you jump kick into the water. But for gameplay purposes, the Skula soul allowed Soma to walk and breath underwater just like Alucard in Symphony of the Night. This is the key thing. Magic or relics should always justify this kind of unnatural behavior. In my opinion, Mirror of Fate just about nailed the water physics. The Playable Characters could finally swim, dive, and manage their oxygen supply. Water doesn't need to be a death pit, but drowning should still be a real threat. The swimmer physics also disabled combat --so no weapons, subweapons, or magic could be used in the water. Now we're talking about a challenge! IGAvania games are all about acquiring new skills to overcome obstacles... Shouldn't water be another dangerous obstacle for Miriam to overcome? Then later in the game, she can upgrade her powers to breathe underwater, walk and fight underwater, or walk on water like Soma-Jesus... Water issues aside... I also enjoy how Mirror of Fate made the Castle an interactive environment with various box and switch puzzles throughout the game. The Puppeteer and Carousel Engine puzzles were overkilled, but most other puzzles added depth and complexity without slowing the pace of the game. The Vertical Prison is probably my favorite puzzle in the entire Castlevania series. I'd strongly recommend Igarashi's team take the time to study these issues. Well that's all I have to say on this subject. What are your thoughts? I've not played Mirror of Fate, but I'm going to purchase it on steam myself and check it out. I'm semi-interested now!
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purifyweirdshard
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Post by purifyweirdshard on Jul 13, 2015 12:49:36 GMT -6
That's really interesting, Jim, I didn't know all that about D&D vampires. That gives further explanation to why Alucard can't pass the waterfall (flowing water) in the caverns at all until he gets the relic. It also makes more sense now why they would want to call that thing a "holy symbol", to neutralize his innate impurity vs the purity of the water. Really cool.
Mirror of Fate...I don't know. I bought the game, as it was advertised as being more like Dracula's Curse, but I just couldn't get into it. It was more or less 2.5D Lords of Shadow, which I was not a fan of.
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jim
Master of the Candle Skeleton
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Post by jim on Jul 13, 2015 12:58:42 GMT -6
When I get home this evening I'll get the books back out again, take a quick read, and post here what I find concerning that.
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lod7
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Post by lod7 on Jul 13, 2015 13:21:00 GMT -6
The idea of breathing underwater is an idea I may be open to but upgrades have to be set in place in order for it to become less tedious as the game progresses.
Like the metroid games before having the ability to move freely under water through the use of the gravity suit is a must, then potentionally an upgrade that allowsan indefinite time underwater would greatly expand, in a natural way, the exploration of the castle.
Because previous games, like In aria of sorrow, always bugged me how the main protagonist can not "sink" until they gain an ability allowing them to do so. It never felt natural that is why I felt Symphony of the night did it better by damaging the player until he gained the ability to traverse underwater without harm. It punished theplayer in game play element instead of just arbitrarily blocking the way for no reason.
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Post by alexcalvo on Jul 13, 2015 13:58:33 GMT -6
What about a transformation into some kind of fishwoman/mermaid/deep one type creature? That would solve the problem of breathing underwater.
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緋月エリ
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Post by 緋月エリ on Jul 13, 2015 14:12:13 GMT -6
In spite of some serious flaws, I think Mirror of Fate had a couple ideas Igarashi should consider exploring for Bloodstained... First and foremost is how the Playable Characters interact with water. In the Classicvanias, water was always simply a deathpit. Poor Simon couldn't swim. But then in Symphony of the Night, Alucard would sink like an iron brick and walk underwater. Although he never needed to surface for air, he took damage until he got the Snorkel Relic. I understand Alucard's a vampire, but it never felt right to walk and jump underwater. Sometime later, Aria of Sorrow introduced new physics by making Soma float on the water like a piece of styrofoam. You can really feel the buoyancy if you jump kick into the water. But for gameplay purposes, the Skula soul allowed Soma to walk and breath underwater just like Alucard in Symphony of the Night. This is the key thing. Magic or relics should always justify this kind of unnatural behavior. In my opinion, Mirror of Fate just about nailed the water physics. The Playable Characters could finally swim, dive, and manage their oxygen supply. Water doesn't need to be a death pit, but drowning should still be a real threat. The swimmer physics also disabled combat --so no weapons, subweapons, or magic could be used in the water. Now we're talking about a challenge! IGAvania games are all about acquiring new skills to overcome obstacles... Shouldn't water be another dangerous obstacle for Miriam to overcome? Then later in the game, she can upgrade her powers to breathe underwater, walk and fight underwater, or walk on water like Soma-Jesus... Water issues aside... I also enjoy how Mirror of Fate made the Castle an interactive environment with various box and switch puzzles throughout the game. The Puppeteer and Carousel Engine puzzles were overkilled, but most other puzzles added depth and complexity without slowing the pace of the game. The Vertical Prison is probably my favorite puzzle in the entire Castlevania series. I'd strongly recommend Igarashi's team take the time to study these issues. Well that's all I have to say on this subject. What are your thoughts? It had always bothered me how I couldn't swim properly in SoTN and the Sorrow games.I have to admit that I have never played any of LoS games, but I had played other side scrolling games like Super Mario World where perfect swimming physics and mechanics were in place. It will be a great improvement to the Igavania series if proper water physics are implemented.
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H
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Post by H on Jul 13, 2015 14:35:15 GMT -6
Haven't played the MoF game yet, but I do hope they add some good underwater levels. Loved the water exploration in Metroid Prime. It's true that some water levels slow down the game pace a lot, but maybe the earlier water levels could be optional for someone to explore if they choose to. Not force someone to go through with it until later when they get an item/relic to help them navigate those earlier levels faster and help them push through some sort of natural barricade (like oxygen-capacity). At the same time, earlier water levels should reward the player appropriately for taking the time to exploring what they could earlier in the game (such as a strong item to craft a weapon with).
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Post by alexcalvo on Jul 13, 2015 15:08:29 GMT -6
To all of you guys who skipped out on MoF I really highly recommend it. I did not like the liberties taken in the main LoS series, but MoF really seems like an attempt to placate the fans of the old series. I would recommend the HD version as from what I've heard it is much better then the 3DS original and it has boss rush mode. MoF feels like a true Castlevania reboot, where things are interpreted differently, but all the necessary aspects are still there. The story is pretty good, and exceptionally executed. It really reimagines the characters and story in a way that doesn't feel as hamfisted as those of the other LoS games. And beyond all that, it it a really fun Metroidvania/Igavania type game.
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jim
Master of the Candle Skeleton
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Post by jim on Jul 13, 2015 20:34:16 GMT -6
Ok! So regarding Vampires and water. From: Running Water: Many tales state that vampires are exceptionally vulnerable to running water. For most vampires this is at least partially true. A vampire that is totally immersed in rapidly flowing water should be involuntarily reduced to gaseous form in a matter of minutes. There are several vital considerations to keep in mind, however. First, the water in question must be rapidly flowing; oceans, creeks, slow streams, and the like will not suffice. Second, the word "immersed" has a specific meaning in this context: fully three-quarters of the vampire's body must be below the surface of the water, and this portion must include the entire chest, from the creature's waist to its neck. (In essence, the monster's hear must be immersed.) Vampires are as capable of floating or treading water as any humanoid creature. Thus, merely throwing a vampire into a river and waiting for it to expire will probably not work. The vampire must be so held that its entire chest is completely immersed for at least one minute in order to inflict any damage whatsoever upon the creature. As is so often the case with vampires, this is much easier said than done. The creature is hideously strong and the panic engendered by even partial immersion seems to give the creature additional reserves of strength. Often the attacker becomes the attacked. The monster can also use its many spell-like powers to destroy those who would try to hold it under. Luckily, as soon as the creature is even partially immersed in running water, it is incapable of voluntarily assuming gaseous form. It can, however, shapechange into a another form. If the attempt is successful, the results are quite extreme. Should the creature be kept suitable submerged for only three minutes, it is forced into gaseous form - which bubbles to the surface - and must flee to its sanctuary. DM Section:Immersion in Water If a vampire is even partially immersed in running water, it temporarily gains the STR associated with the next highest age catagory. Thus a Fledgling vampire dumped into a river will temporarily enjoy a Str of 18/91, rather than its normal 18/76. This temporary Str bonus vanishes as soon as the creature is out of the water. In addition, if the monster's arms aren't somehow constrained, it gets a +4 bonus on all attacks against any characters physically trying to hold it underwater. (This bouns represents both proximity and the fact that its foes are concentrating on holding it under.) At the end of each complete round that the vampire has been immersed, it looses one-third of its maximum hit-point score. As soon as it is driven to zero or fewer hit points, it assumes gaseous form. Example: A vampire has a maximum hit-point total of 60 hit points. In combat with a group of adventurers, the creature suffers 25 points of damage from an enchanted sword, giving it a current score of 35 hit points. To ass insult to injury, it is then unceremoniously dumped into a fast-flowing river, with six burly warriors holding it down. At the end of the first round, the creature loses 20 hit points - one-third of its normal total of 60 - which drops it to a current total of 15 hit points. At the end of the second round, it loses another 20 points, dropping it to -5. With a strangled curse, the creature reverts to gaseous form. If a vampire is immersed in a large quantity of holy water, the creature loses on-half of its total hit points per melee round so immersed. All rules relating to immersion in running water - Str bonus, attack bonus, etc. - also apply. Even if the monster is not totally immersed, it still suffers 2d6+2 points of damage on every round that it is even partially immersed. And just for clarification of the above, this is verbatim from AD&D or D&D 2nd Edition. In 2nd Ed. strength scores max out at 18 after which a percentile score is added too it. It has been too long for me to remember how that works and I don't feel like re-reading the players guide to figure it out again. Also, a round, which is a unit of time during combat, is approximately one minute. That may sound like a lot of time but remember everyone involved gets a "round" to perform actions in and so all the actions of you and the other characters are all occurring in the same "round" each round. Not sure how many of you will find that interesting, but I found the book to be an extraordinary read and really fleshed out a lot of the lore that I knew of vampires as well as presenting some newer ideas. If you ever get the chance, all of the Van Richten's guides are written in this manner and are equally informative.
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gunlord500
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Post by gunlord500 on Jul 13, 2015 20:52:01 GMT -6
Ok! So regarding Vampires and water. From: Running Water: Many tales state that vampires are exceptionally vulnerable to running water. For most vampires this is at least partially true. A vampire that is totally immersed in rapidly flowing water should be involuntarily reduced to gaseous form in a matter of minutes. There are several vital considerations to keep in mind, however. First, the water in question must be rapidly flowing; oceans, creeks, slow streams, and the like will not suffice. Second, the word "immersed" has a specific meaning in this context: fully three-quarters of the vampire's body must be below the surface of the water, and this portion must include the entire chest, from the creature's waist to its neck. (In essence, the monster's hear must be immersed.) Vampires are as capable of floating or treading water as any humanoid creature. Thus, merely throwing a vampire into a river and waiting for it to expire will probably not work. The vampire must be so held that its entire chest is completely immersed for at least one minute in order to inflict any damage whatsoever upon the creature. As is so often the case with vampires, this is much easier said than done. The creature is hideously strong and the panic engendered by even partial immersion seems to give the creature additional reserves of strength. Often the attacker becomes the attacked. The monster can also use its many spell-like powers to destroy those who would try to hold it under. Luckily, as soon as the creature is even partially immersed in running water, it is incapable of voluntarily assuming gaseous form. It can, however, shapechange into a another form. If the attempt is successful, the results are quite extreme. Should the creature be kept suitable submerged for only three minutes, it is forced into gaseous form - which bubbles to the surface - and must flee to its sanctuary. DM Section:Immersion in Water If a vampire is even partially immersed in running water, it temporarily gains the STR associated with the next highest age catagory. Thus a Fledgling vampire dumped into a river will temporarily enjoy a Str of 18/91, rather than its normal 18/76. This temporary Str bonus vanishes as soon as the creature is out of the water. In addition, if the monster's arms aren't somehow constrained, it gets a +4 bonus on all attacks against any characters physically trying to hold it underwater. (This bouns represents both proximity and the fact that its foes are concentrating on holding it under.) At the end of each complete round that the vampire has been immersed, it looses one-third of its maximum hit-point score. As soon as it is driven to zero or fewer hit points, it assumes gaseous form. Example: A vampire has a maximum hit-point total of 60 hit points. In combat with a group of adventurers, the creature suffers 25 points of damage from an enchanted sword, giving it a current score of 35 hit points. To ass insult to injury, it is then unceremoniously dumped into a fast-flowing river, with six burly warriors holding it down. At the end of the first round, the creature loses 20 hit points - one-third of its normal total of 60 - which drops it to a current total of 15 hit points. At the end of the second round, it loses another 20 points, dropping it to -5. With a strangled curse, the creature reverts to gaseous form. If a vampire is immersed in a large quantity of holy water, the creature loses on-half of its total hit points per melee round so immersed. All rules relating to immersion in running water - Str bonus, attack bonus, etc. - also apply. Even if the monster is not totally immersed, it still suffers 2d6+2 points of damage on every round that it is even partially immersed. And just for clarification of the above, this is verbatim from AD&D or D&D 2nd Edition. In 2nd Ed. strength scores max out at 18 after which a percentile score is added too it. It has been too long for me to remember how that works and I don't feel like re-reading the players guide to figure it out again. Also, a round, which is a unit of time during combat, is approximately one minute. That may sound like a lot of time but remember everyone involved gets a "round" to perform actions in and so all the actions of you and the other characters are all occurring in the same "round" each round. Not sure how many of you will find that interesting, but I found the book to be an extraordinary read and really fleshed out a lot of the lore that I knew of vampires as well as presenting some newer ideas. If you ever get the chance, all of the Van Richten's guides are written in this manner and are equally informative. Oh man, Ravenloft was a cool setting
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Post by CastleDan on Jul 14, 2015 10:23:11 GMT -6
This might seem mean but i'm kinda sincere with this comment...
What can IGA learn from Mirror of Fate?
How not to do a 2.5 Castlevania type game. IMO
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XombieMike
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Post by XombieMike on Jul 14, 2015 10:30:32 GMT -6
This might seem mean but i'm kinda sincere with this comment... What can IGA learn from Mirror of Fate? How not to do a 2.5 Castlevania type game. IMO I don't think it's mean at all. Is there anything in specific you think needs to be avoided?
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Post by CastleDan on Jul 14, 2015 10:50:49 GMT -6
This might seem mean but i'm kinda sincere with this comment... What can IGA learn from Mirror of Fate? How not to do a 2.5 Castlevania type game. IMO I don't think it's mean at all. Is there anything in specific you think needs to be avoided? I honestly think their whole approach of that game was wrong. I mean, don't get me wrong. Obviously people could enjoy that but it missed the point on what made IGAVANIA's so exciting. 1. The pacing - Igavania games are always about the feeling of attacking while moving. Jump slash kill move...platform jump killing enemies etc.... Whereas in MoF, it's a heavy combo system so you see an enemy...stop in place. whip them for far too long, block for far too long...kill then move...stop....whip for far too long.. The puzzle mechanics...everything is about slowing the game down. It starts feeling less majestic and free flowing and more fighter game set in a big world. 2. Exploration- Igavania games the layout is very important and it's one giant area that is a joy to explore. In MoF the layout is made in a way where it's not particularly enjoyable to revisit areas, it might be because a lot of the game feels very drab and very modern day gothic. What I mean by that is generic.... When you look at IGAVANIA games they have a lot of very cool areas some being very unique with a lot of interesting design choices. A lot of MoF was drab in comparison with areas that look overly similar to each other in design...It also feels like a more ... Linear progression that has open endedness whereas IGAVANIA's feel naturally open in a true castle type of sense. 3. Realism is not the way to go. I feel like with Mercurysteam they went with again a very modern day gothic feel to it. The enemy designs, the character designs, the music, everything felt modern day and less 90's. I think part of the charm of IGAVANIA's is it has a very 90's feel to it. It's got a very goofy charm to it. It also has a very anime ( not cartoon style) but in the sense of coolness. For instance, when Alucard gets hit by an enemy he flies all the way across the screen and balances himself with his feet off the wall. A very anime inspired type movement. It's not natural at all, it's totally for the cool factor but MoF abandons those little details, it goes for realism... Down to how you actually have a real swimming mechanic with an oxygen meter. It's trying to modernize with the times but when it's not broken there's no need to fix. 4. Soundtrack- It goes for a Hollywood orchestrated sound. It started focusing on grand movie type music production. Which is fine and all but part of the fun of castlevania was the catchy tunes. Now, believe it or not but the catchy tunes actually makes it fun to traverse the environments. The main characters movements times with the musical beats and hooks is part of the fun subconsciously. I remember in the Dev play of SOTN with IGA, the woman ( forget her name) said she used to time her attacks on the flea men with the beats of the music in the library. The catchy tunes has such a huge play into the feel of a game and when you take away that immediacy and that fun nature the game feels........less fun. 5. A focus on puzzles and switches and wheels you need to turn and platforms you CLIMB onto. Those type of elements like stated before slow down the pacing. The 2d games are fun because of how it feels like the action never stops. 6. Item drops - The fun of an IGAVANIA is also all the different items you can get. Knowing you won't get anything cool from enemies kinda kills the fun in fighting anything. Seeing a medusa in SOTN meant the possibility of getting a medusa shield which upped my excitement in hitting them every chance I get. Which then interplays into the previous point of .....if the game had a combo system it'd be less fun and take even more time to kill certain enemies. 7. Unique items that have important - MoF goes the traditional route of the old castlevania games but what makes an IGAVANIA fun is all the subtle little touches and nods... Peanuts that you throw and if you don't catch them you don't eat them. Boots that can increase your characters height. Capes that change how your character looks. Etc I probably could think of more but that's all I got right now. Sorry for the huge blocks of text.
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lod7
New Blood
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lod7
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Post by lod7 on Jul 14, 2015 10:56:58 GMT -6
What about a transformation into some kind of fishwoman/mermaid/deep one type creature? That would solve the problem of breathing underwater. This would not only solve the breathing problem but the traversal aspect as well since I am assuming you should move faster as a result. Now the question should be, is this an "activated skill" like the bat/owl transformation skills in previous iga titles or an automatic one where Miriam's sprite changes as she hits the water. Personally seeing an automatic change instead of an activated type would be prefered as to not disrupt the flow of gameplay. This also has an added benefit of small details that might go over some people's heads; programing this scenario to always happen when Miriam touches deep water would be hard to do but ultimately benefit the immersion of the player.
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